This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::WorldIntersectionTexCoord Class

Header:#include <UnigineWorld.h>
Inherits:WorldIntersectionNormal

This class stores the texture coordinates of the intersection point. You should use this class when you need only the texture coordinates of the intersection.

Usage Example

The following example shows how you can get the intersection normal (vec3) by using the WorldIntersectionTexCoord class. In this example the line is an invisible traced line from the point of the camera (vec3 p0) to the point of the mouse pointer (vec3 p1). The executing sequence is the following:

  • Define and initialize two points (p0 and p1) by using the Player::getDirectionFromScreen() function.
  • Create an instance of the WorldIntersectionTexCoord class to get the intersection information.
  • Check, if there is a intersection with an object. The World::getIntersection() function returns an intersected object when the object intersects with the traced line.
  • In this example, when the object intersects with the traced line, all the surfaces of the intersected object change their material parameters. The WorldIntersectionTexCoord class instance gets the texture coordinates of the intersection point. You can get the texture coordinates by using the getTexCoord() function.
Source code (C++)
/* ... */
// initialize points of the mouse direction
Vec3 p0,p1;

// get the current player (camera)
PlayerPtr player = Game::get()->getPlayer();
if (player.get() == NULL)
	return 0;
// get width and height of the current application window
int width = App::get()->getWidth();
int height = App::get()->getHeight();
// get the current X and Y coordinates of the mouse pointer
int mouse_x = App::get()->getMouseX();
int mouse_y = App::get()->getMouseY();
// get the mouse direction from the player's position (p0) to the mouse cursor pointer (p1)
player->getDirectionFromScreen(p0, p1, mouse_x, mouse_y, width, height);

// create an instance of the WorldIntersectionTexCoord class to get the result
WorldIntersectionTexCoordPtr intersection = WorldIntersectionTexCoord::create();

// create an instance for intersected object and check the intersection
ObjectPtr object = World::get()->getIntersection(p0,p1,1,intersection);

// if the intersection has been occurred, change the parameter of the object's material
if(object)
{
  for (int i = 0; i < object->getNumSurfaces(); i++)
  {
    object->setMaterialParameter("albedo_color", vec4(1.0f, 0.0f, 0.0f, 1.0f),i);
    
    // show intersection details in console
    Log::message("Texture coordinates: (%f %f %f)\n",
		intersection->getTexCoord().x,
		intersection->getTexCoord().y,
		intersection->getTexCoord().z,
		intersection->getTexCoord().w);
  }
}
/* ... */

WorldIntersectionTexCoord Class

Members


static WorldIntersectionTexCoordPtr create()

The WorldIntersectionTexCoord constructor.

void setTexCoord(const Math::vec4 & coord)

Sets new texture coordinates of the intersection point.

Arguments

  • const Math::vec4 & coord - Texture coordinates of the intersection point.

Math::vec4 getTexCoord()

Returns texture coordinates of the intersection point.

Return value

Texture coordinates of the intersection point (where vec4.xy is for the first UV channel, vec4.zw is for the second UV channel).
Last update: 2018-04-26
Build: ()